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Advanced Genie Editor 2023
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Author |
File Description |
Keisari Tapsa |
Posted on 09/04/11 @ 07:56 AM (updated 05/21/23)
File Details |
Version: |
Age of Empires II: DE |
Screenshot:
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Advanced Genie Editor
for Age of Empires, Rise of Rome (including DE), Age of Kings, The Conquerors (including DE), Star Wars Galactic Battlegrounds and Clone Campaigns.
This is a program for editing data of genie (DAT and DLL) files. It can edit properties of units, civilizations, technologies, graphics, terrains, sounds, player colors and some other things.
Please, ask questions on the forums.
Check out this program also. It's for graphical modding.
For editing language files in The Conquerors,
I recommend this download.
Version History
Guide makers et cetera, please include the version into which your guide was written.
Version 2023.5.21:
-Restored functionality for Star Wars.
Version 2023.5.17:
-Added support for Return of Rome.
Version 2023.3.7:
-Fixed heap corruption when using a language DLL file.
Version 2022.8.21:
-Improved search filters.
-Terrains can use localized name, if available.
Version 2022.2.2:
-Prevent focusing on sub-lists unintentionally.
-Updated default civilization resource names for AoE II DE.
-Allow choosing a file for editable lists.
Version 2021.10.24:
-Added support for updated Expanding Fronts.
-Added missing technology effect types into list for AoE II DE.
Version 2021.8.23:
-Restored redundant and slower, but functioning erasure of multiple items from lists.
Version 2021.7.25:
-Restored modifiers for strings, /+ with text to append, and /- with integer to shorten the strings.
Version 2021.7.19:
-Added hero glow sprite for units.
-Fixed display angle in SLP view.
Version 2021.5.9:
-Updated technology effect attribute list for DE2.
-Updated armor list defaults for DE2.
-Fixed multiple bugs in units and terrain restrictions tabs.
-Added additional folder for loading modded sprite files.
-Prevented AGE windows from spawning beyond observable desktop.
-Fixed fresh bug in SLP view close handler.
Version 2021.4.25:
-Fixed more bugs in effects tab including inability to type in negative armor and attack values for UP and DE2.
-Show all angles of DE sprites.
-Fixed targeting with mouse.
Version 2021.4.18:
-Scroll rate of tabs can be adjusted in options.
-Window no longer spawns larger than screen space.
Version 2021.4.11:
-Age of Empires DE SLP shadows displayed.
-Sprite cache based on memory used instead of sprite count.
Version 2021.4.4:
-Fixed crash when no palettes were loaded.
-Made SLP view update more reliably.
-Smoother scrolling.
-Improvements for high display scaling.
Version 2021.4.2:
-Added SMX reading support.
-Fixed reading Age of Empires DE SLP files.
-DE palette paths are saved in recent list.
-Improved reading of palettes.
-Fixed some rare crashes when switching data files.
Version 2021.3.22:
-Fixed several bugs in effects tab.
-Reduced lag when dragging main window.
-Stopped old recent paths from opening as wrong version.
Version 2021.3.15:
-Updated effects tab for UserPatch 1.5.
-More accurate text input error messages.
Version 2021.3.12:
-Added support for Expanding Fronts 1.3 and beyond.
-Fixed bugs in effect commanmd type drop down menu.
Version 2020.10.2:
-Support for new charge and damage resistance features in AoE II DE.
-Revealed hidden boxes in tech effects for new features in AoE II DE.
Version 2020.6.12:
-Fixed bug with language text indexes.
-Renamed technology cost and time modifiers for AoE DE.
Version 2020.3.30:
-Support for new AoE II DE game features.
Version 2019.11.28:
-Added more unit search filters.
Version 2019.11.22:
-Fixed default paths for AoE II DE.
Version 2019.7.2:
-Negative armor types can be changed via effects.
-Supports newer game versions.
Version 2018.1.29:
-Marked resource multiplier as not available in AoE 1.
Version 2017.11.7:
-Internal unit name filter works the way it used to.
-Graphics can be filtered by rainbow.
-Images are saved centered on hotspot.
Version 2017.10.6:
-Saving an SLP handles player color properly.
-Deleting terrain tables uses correct indexes.
-Unit terrain table defaults to 0.
-Small improvements here and there.
Version 2017.5.17:
-Fixed loading order of DRS files.
-Fixed a problem with angle sound count.
-Editing box widths are customizable.
-New icon by gagman.
Version 2017.3.14:
-Scrolling lag fixed.
-Graphic sounds can be heard.
-Many unknowns named.
-Able to show loose SLP files along with DRS.
-Fixed bugs in saving data with enter.
-Can save as different game version.
-Fixed bugs in relisting.
-Improved tooltips all over.
-Fixed switching between building and unit icons.
-Pause between animations visible.
-SLP cache improved.
Version 2017.1.10:
-Fixed pasting terrains.
-Fixed buttons on terrain tables and borders.
-Mirrored graphics with two angles display properly.
-Added some helpful buttons to graphics tab.
Notes
Make your own backups or use the auto-backup feature!
Extract to anywhere and run. No help files are included.
You may need to run the program as administrator if your game is installed in a protected folder.
You may be able to undo changes by going back to the text box and pressing Ctrl + Z.
Tips
You can have multiple search entries separated with "|" letter.
Upper search boxes are inclusive and lower ones exclusive.
Example: "tower|ship|ram"
Use the check boxes to toggle matching between all and any entries.
Developers
Mikko "Tapsa" P, since 2.0b
Apre - genieutils, 2.1a to 3.1
Estien Nifo aka StSB77, 1.0a to 2.0a
Credits
Ykkrosh - GeniEd 1 source code
Scenario_t_c - GeniEd 2 source code
Alexandra "Taichi San", DarkRain654 - data file research
DiGiT, JustTesting1234, AOHH - genie file structure
Cysion, Kris, Sarthos - important help
Tevious - SMX support
Grenadier (RvA) - terrain patch
withmorten - UserPatch effect support
BF_Tanks - some help
Donnieboy, Sarn, chab - tooltip texts
gagman - new icon
Follow development here and here.
My other uploads.
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conchito |
Posted on 11/25/15 @ 04:41 AM
Thx a lot for ur help!
Cheers |
GranCalabaza |
Posted on 11/25/15 @ 11:14 AM
Unfortunately after editing the textfile I received an 41 error when I try to start the game. I verified the cache and all is well. Although the changes I made were lost, I just replaced the dat file with my file.
Tapsa, can you say if you use the HD version without AK, and have you got any mods? I am asking because my units are not seen in the editor units list. Before the patch 4.4 all worked well. Now I can see one of my creations of which I also made a research and tech. |
Keisari Tapsa
File Author |
Posted on 11/25/15 @ 11:53 AM
You should actually edit the key-value-modded-strings-utf8.txt file. It is formatted as follows.
42 "Tapsa"
Your new units appear at the end of the scenario editor units list. First are alphabetically sorted the official units, then immediately after are your new units alphabetically sorted.
When your mod is getting finished you will eventually need to automatically or manually move your modded files to dedicated mod folder.
I have only my sound mod activated. No data mods are allowed at the moment, unless you directly replace the original files (as you probably do with AGE). In any case, your problem also occurs when both Steam expansions are installed, so maybe you didn't realize that your new units are not sorted as you expected, or you used unit indexes that are used by some of the expansions, thus the game may disable those units for you. You can try adding disabled units all the way to 1200 and then add your own units after that.
Maybe you just need to create a new scenario. |
GranCalabaza |
Posted on 11/25/15 @ 02:03 PM
I edited the modded textfile, it looks like this:
5000 "Baptisterion"
5833 "Ladya"
5834 "Elite Ladya"
6000 "Create Baptisterion"
6833 "Create Ladya"
6834 "Create Elite Ladya"
In the instructions I read "and when the mod is enabled", but how do I enable this mod? |
HMS3 |
Posted on 11/25/15 @ 03:42 PM
I have no idea if it is just me, but I use this for editing SWGB. There is a glitch when I change graphics (or icon) of a unit in the editor and it is not changed in game. And when I open it in the editor it says it is changed to what I set it to. This has happened on rare occasions in the past with every version I have used. This is a really nasty problem that often hinders my work.[Edited on 11/25/15 @ 04:25 PM]
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Keisari Tapsa
File Author |
Posted on 11/25/15 @ 04:34 PM
@GranCalabaza
5000 and 6000 cannot be used in language files. 5000 makes the internal name in DAT file to be used instead.
@HMS3
Icon is considered part of graphics, so you need to check "including graphics" form the top. |
HMS3 |
Posted on 11/25/15 @ 05:06 PM
@Keisari Tapsa Now it has permanently disabled one of my units. I had disabled it and now they will not re-enable. Even though it says it is enabled in the genie editor. I have no idea what is causing this. I am going to revert to an old version of this genie file... A useful feature would be an auto-saving genie file backup... it would be really appreciated. With that being said, I am an avid user of your program, keep up the good work, I especially like the newest updates to it.[Edited on 11/25/15 @ 06:26 PM]
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Keisari Tapsa
File Author |
Posted on 11/26/15 @ 02:18 AM
Disabled means that there is no data. Nothing gets saved of disabled units/graphics.
There already is auto backup feature, but it is hidden in the config file. Change AutoBackups from 0 to 1. The backup files are not deleted automatically so you might want to clean them out periodically.
Your questions help me improve the program :) |
reaper600 |
Posted on 12/01/15 @ 03:16 PM
Hey Tapsa I was wondering if you had any idea of a way to change terrain restrictions during runtime?
Also, is there any way in the genie editor to make a unit execute a script or any kind of external code?
Thanks! |
Keisari Tapsa
File Author |
Posted on 12/02/15 @ 12:29 AM
You can use task swap index for that, or the trebuchet
mechanic to transform your unit into another unit during game play. For the task swap index, you'll be needing to have two copies of your units, both with different unit actions. Whenever you task your unit to an action that the other copy has, your unit will transform into that unit, provided that both of them have the same task swap index. Just like how villagers work. Then you simply use different terrain restrictions for the separate versions of your unit. It's similar for the trebuchet mechanic, just that the transforming is tied to the unit class instead of task swap index IIRC.
Yes, with reverse engineering the game executable.
You are welcome.[Edited on 12/02/15 @ 12:30 AM]
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HGDL v0.8.2 |
Rating |
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5.0 | Breakdown |
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Usefulness/Novelty | 5.0 | Quality/Instructions | 5.0 |
Statistics |
Downloads: | 73,796 |
Favorites: [] | 101 |
Size: | 3.70 MB |
Added: | 09/04/11 |
Updated: | 05/21/23 |
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